ZModeler3 core have been upgraded and required to line up version to 3.1.5. Those who download ZModeler for the first time will get pleased by an ability to activate and install trial license straight in ZModeler license window. Single button click and restart of application is enough. In rare cases when platform ID (not absolutely unique) is already in use, creating an account and requesting for ID to be added onto account with trial license still applies as a method. Creating and using account to manage licenses is still needed, as you can purchase and activate paid license in your account only, trial license activated inside ZModeler can be used for the quick glance at software with no additional steps needed: just download, run and activate.

Core changes were caused by compatibility options and settings being made obsolete. You don't need to change compatibility when working with ZModeler, default compatibility should be set allowing full set of default options to pick from. The key benefit you had with prior compatibility changes is a properly named options you can assign to scene elements in properties window. I kept this feature and extended it slightly. You can specify the desired options pack to be available in "Settings" box under default compatibility options.

The desired settings pack will be active and appear in Properties window when selection met the criteria. For example, some settings applies to polygons of "Collision" objects, other settings applies to non-collision objects. When selection meet the criteria, suitable options pack is shown in an options window with user-friendly selection boxes. No need to toggle unnamed flags or type ID values anymore.

Ex-compatibility options have been remastered for new options packs, if you were used to work in "SCS Software compatibility", you can toggle ETS2/ATS settings mode, if you mod GTA5, set GTAV settings mode. Options are available as XML files in "Config\Settings" folder, they are evaluating and should not be changed, but if you have an idea on what options to extend and integrate, feel free to make a post on forum.

or configure online validation for your platform by assigning new password onto it on "My computes" page in account and specifying your account name and platform password in ZModeler on Account Setup window. Your platform has last logged in on 13th of April 2017.

send me an example .z3d file, I'll check it on new and on old version. There were some changes in mesh objects I've done and faced a performance penalty, so I rolled them back. There should be no difference in performance compared to older versions.

Oleg wrote:send me an example .z3d file, I'll check it on new and on old version. There were some changes in mesh objects I've done and faced a performance penalty, so I rolled them back. There should be no difference in performance compared to older versions.

try that z3d file i already sent you. Select the poly of the 1st material: vehicle_generic_smallspecmap [PAINT:1] (about 43K polys) and edit UV#2 then try to move the whole object in the UV editor. it reacts very slow

GTA5 collisions models have been revised slightly, big thanks to GIMS Evo for inspiration (these guys are way ahead in deep collision model understanding than me including their support of static collisions and YBN files). So most of options I've added are generally a GIMS point of view on the subject - these options could be correct or might be changing something different in game than declared. Options on the image relates to collision object properties and apply to YDR models only (and later to YBN static boundary), they have no effect on fragmentible YFT files.The thing that applies to fragmentible files and any other collision are collision surface attributes. These could be set on YDR collision objects (entries of collision group), on collision objects of any kind and quite remarkable on polygons of collision meshes. Attributes are formerly known as "Flags" can specify in-game capabilities of particular objects of polygons by allowing or disallowing player to climb on these objects, being able to stand on some collisions, use it as cover or specify them as shot-through surfaces. Still can't claim on options names being accurate as they are taken from OpenFormats and GIMS Evo point of view onto surface options.One shader definition from running-guns DLC was added to allow additional UV-animating materials be imported and exported properly. This time shader vehicle_track_ammo will toggle UV slide animation when gun is firing. The image shows a Dune 3 model imported that utilizes this shader on a mounted gun.

thanks, its better now. but the weird thing is that program reacts faster when its insalled on SSD. i move the objects (69k polys) in UV editor with about 2 moves per 1 sec. When the program is on HDD it moves with 1 move per 10 seconds. The older Zm version (installed on HDD) still reacts faster with the same 69k poly object

@Oleg hi, i See loads of new stuff in Collisions and also i saw in update log this line "user defined options removed"

where do i learn about new stuff like collisions and some new parameters that i can see now when i import native gta 5 vehicles? and does this mean we might have cloth simulation and its collisions soon? Thanks.

cloth simulation is not under research currently, but its in my schedule for research. I remind I was messing with them for several weeks at first attempt and gave up, so I'm not very optimistic on this task.

concerning options being given some names instead of nameless "flag #1", "flag #2" and numerical IDs, it's generally a user-friendly names for the stuff that was available in a different fashion. Actual names (and their meaning whether it's correct or not) can be discussed here (or in new topic) and/or asked for some explanation at GIMS Evo topic at gtaforums.com. I've taken names from GIMS Evo screenshot and not sure where these options really does what they were named to be.

Oleg wrote:cloth simulation is not under research currently, but its in my schedule for research. I remind I was messing with them for several weeks at first attempt and gave up, so I'm not very optimistic on this task.

concerning options being given some names instead of nameless "flag #1", "flag #2" and numerical IDs, it's generally a user-friendly names for the stuff that was available in a different fashion. Actual names (and their meaning whether it's correct or not) can be discussed here (or in new topic) and/or asked for some explanation at GIMS Evo topic at gtaforums.com. I've taken names from GIMS Evo screenshot and not sure where these options really does what they were named to be.

Alright Thanks for the Guidance i'll be sure to check out gims evo forum topic.

Oleg, hello! After upgrading to 3.1.5. ZM generated a new ID of the platform with a trial license , I added this ID to my account, got the key, did the validation, ZM successfully worked (import, export, work with animation), but each time the computer is restarted, a new ID with a trial license is generated again.

Since version 3.1.5 platform identification has changed a little and might produce different ID than older versions in some cases. Even more, ZMod might be switching between two or three IDs in rare cases, it should not give new IDs all the time.

As I see, two IDs on your account seems to be properly identified, except the one "8UR2R-GL" which is marked as "inaccurate identification". If possible, prefer Hibernate instead of reboot of your computer so you don't need to revoke/apply license each time.